using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace SyncUdp.Enum
{
    public enum UIType
    {
        None = 0,
        MainMenu, 
        Playing,
    }

    /// <summary>
    /// 主菜单输入的检查结果
    /// </summary>
    public enum MainMenuInputsInspectionResult
    {
        /// <summary>
        /// 无错误
        /// </summary>
        None = 0,

        UnknownError, 

        /// <summary>
        /// IP 输入错误
        /// </summary>
        IPError,

        /// <summary>
        /// 端口号输入错误
        /// </summary>
        PortError,

        /// <summary>
        /// 最大玩家人数错误
        /// </summary>
        MaxCountError,

        /// <summary>
        /// 玩家名字错误
        /// </summary>
        PlayerNameError,

        /// <summary>
        /// 游戏人数已满
        /// </summary>
        NotAvailable,

        /// <summary>
        /// 服务器未响应
        /// </summary>
        NotRespondedible, 
    }

    /// <summary>
    /// 网络事件的枚举
    /// </summary>
    public enum NetworkEventType
    {
        None = -1,
        CreateGame,
        TryJoiningGame, 
        JoinGame,
        ClientSendsInputMsg, 
        ServerDispatchesInputs, 
        ServerReissuesInputs,
        NetworkDoesNotDisconnected,
    }

    /// <summary>
    /// 加入游戏时的错误枚举
    /// </summary>
    public enum JoinGameErrorType
    {
        None, 
        NotAvailable, 

        /// <summary>
        /// 服务器未响应
        /// </summary>
        NotResponsible,
    }
}

